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So I am running into a problem with this mod and RealFuels Stock Config. The engines have a config so I could add the engines to one of my craft but the associated fuel tanks don't allow me to put the "RealFuel" into the rocket. It gives me the option to change fuel like you can with the stock game but I can't use the normal RealFuels UI and set the tank to Kerosene and the like. Any thoughts as to which mod I need to fix. This feels like a config file change could fix the problem, but maybe not.

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So I am running into a problem with this mod and RealFuels Stock Config. The engines have a config so I could add the engines to one of my craft but the associated fuel tanks don't allow me to put the "RealFuel" into the rocket. It gives me the option to change fuel like you can with the stock game but I can't use the normal RealFuels UI and set the tank to Kerosene and the like. Any thoughts as to which mod I need to fix.

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@DJ Reonic@Galland1998 I've produced some configs for RealFuels. They are on the github now. Try them out and let me know. Note that tanks for things other than fuel (like the cargo boxes and for life support things) will continue to use B9.

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The only thing that I have noticed so far is a conflict in command pod parts in the like. B9 Part switch will still try to load like you mentioned. You will get a one time error message that tells you that B9 Part Switch and MFT have a conflict and that it will continue to use B9. Well..... that is not entirely true. at least in the VAB you can mess around with the loads and and the "remove all tanks" option with the MFT UI and then use the MFT UI to load what ever you want into that empty space. Not sure if it will break a vessel latter but I found it kinda interesting.

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Are WBI Tools required for the rockets? When I load up the Tundra Exploration pack and go to the craft files it is showing errors with the message saying that it is missing the WBI multimode engine. I didn't see WBI on the required or recommended mod list. This error shows up for all of the Ghidorah variant craft files.

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Are WBI Tools required for the rockets? When I load up the Tundra Exploration pack and go to the craft files it is showing errors with the message saying that it is missing the WBI multimode engine. I didn't see WBI on the required or recommended mod list. This error shows up for all of the Ghidorah variant craft files.

Kerbal Actuators is a WBI mod, and it’s needed to have more than two engine modes on the Ghidorah and Gojira first stage engine clusters.

I'm not sure but I believe it may be because @damonvv POSSIBLY reuploaded the file and used the same version number? Again, not sure. I've sent this issue to CKAN's issue tracker. If you're familiar with SHA1 hashes, MD5 checksums, etc. Basically, a reupload likely caused the file's SHA1 hash to change due to a minor change from the author.

When CKAN checks the SHA1 from the file downloaded against their cached zip file's SHA1, it triggers a security/file validation feature that prevents CKAN from serving a file that's corrupted/influenced by potentially malicious actors.

EDIT: Reading up, yes. The correct course of action for the future is to essentially upload even SMOL one-line edits as a new version number, so NetKAN's bot generates a new hash as its "control" to compare against.

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Small issue: I couldn't find if this has been addressed, but I'm having trouble attaching parachutes to the Rodan capsule. In both the provided craft files, and ones I've made myself, the parachutes start swinging around, like an elliptical orbit around the craft's centre. In some cases I can get them steady with autostrut to grandparent part, but then doing anything (like decoupling a launch pad part) causes them to fly around again. Has anyone encountered this issue?

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Small issue: I couldn't find if this has been addressed, but I'm having trouble attaching parachutes to the Rodan capsule. In both the provided craft files, and ones I've made myself, the parachutes start swinging around, like an elliptical orbit around the craft's centre. In some cases I can get them steady with autostrut to grandparent part, but then doing anything (like decoupling a launch pad part) causes them to fly around again. Has anyone encountered this issue?

Never seen this before. .craft files come with parachutes and they worked as intended. Are you using a mod that effects chutes?